132,997 Commits over 4,232 Days - 1.31cph!

2 Months Ago
Update: AnalyticsTable - return EventRecord back to pool - amended test to check for pool usage Tests: ran unit tests
2 Months Ago
renamed to BakedShoreVectors
2 Months Ago
Potential fix for sounds not responding to volume controls in build
2 Months Ago
2 Months Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
2 Months Ago
More sail deployment tweaks
2 Months Ago
2 Months Ago
undid a bunch of stuff making shore vector baking a static func, it's completely unnecessary and we have everything we need in the scene already
2 Months Ago
initial shore vector baker
2 Months Ago
merge from blueprint_fragment_fix
2 Months Ago
fixed bed workshop obj broken normals cause by rotated transform
2 Months Ago
Get BoatAI down from 4ms every frame (for 12 boats) to around .2 ms for the same 12
2 Months Ago
Update: AnalyticsUploader now flushes it's queue on shutdown. - Updated tests to validate everything got flushed - Fixed missed gzipstream end block serialization tracking - Fixed ever-growing memory stream Next up need to add EventRecord pooling, then gotta implement remaining uploaders, and in theory it's done Tests: ran unit tests
2 Months Ago
Add sail collision sets for raised and lowered states. Toggle as required.
2 Months Ago
Merge from monument_notification_sounds
2 Months Ago
- Fix for cargo ship notification, now plays only on a triggered event spawn rather than any spawn - Add convar for reenabling monument toast notifications - Add debug convar to figure out what's going wrong with oil rig notifications - Protocol increment for modified RPC's
2 Months Ago
Rebase on current /indirect_instancing
2 Months Ago
Clean up some failed experiments
2 Months Ago
r/w and prefab LOD distance tweaks, enabling batching on props that can use it
2 Months Ago
hatchet entity updates
2 Months Ago
Seperate physics queries from the avoidance logic itself Use cached physics results for a few frames instead of having to request fresh data every cycle
2 Months Ago
Alias sdk_lightmappedgeneric_dx9 to lightmappedgeneric Change DHTML/HTML console message "source" color Pull Request: Fixed missing Server Browser localization Main menu adjustments * Use localized string for "server not responding" for favorites * Adjust blue colors in server browser to be consistent with each other, including hover colors, and be slightly darker for better contrast with white text * Adjust "Search servers by IP" menu in favorites tab Fixed a bunch more compile warnings Close spawn/context menus when main menu is open Also disallow F1 to open spawnmenu in main menu Call Remove instead of Close for toolstips, if Close is not defined More compile warning fixes Remove main menu's reliance on RUNLUA: hack Reduce MAX_LIGHTMAP_DIM to 128 Bumpmapped materials allocate 4x the size, so we have to account for that. Bump "target max" size for entdata to 4MB (from 394KB) No real functionality change, just less OVERFLOW!!111 warnings on map compile Added `spawnmenu_toggle`, defaults to 0 This setting is available in Utilities => User => Sandbox Give better max values for Utilities => Sandbox limit sliders Switch debugoverlay functions to better optional argument checking * Potential breakage point: If given invalid type for optional argument, no longer do nothing but throw an error, but should be a tiny bit faster now Added Player:SetFlashlightColor (clientside only, but works on others) Minor cleanup: Remove GetPlayerEntIndex from headers Fixed Player:Flashlight playing sounds when nothing changes Use `gmod_flashlight` attachment for flashlight if it exists This works for player models, world models and view models Spawnicon resize menu: work around the weird offset with icons Added ability to select what weapon Creator Tool spawns NPCs with Update IME candidate menu size to fit new text Fixed respawning while driving while dead putting you to death position Respawning while driving will no longer snap eye angles to spawnpoint Minor cleanups Use consistent search paths for textures and some model code * Makes textures load from "GAME" path instead of NULL, so it is consistent with models and materials. * Changed some gmod code related to reading model files to also use "GAME" path instead of NULL for consistency with engine model loading Prevent potential server crash with npc_heli_avoidsphere at edict limit Fixed missing alpha channel on DoD:S playermodel fallbacks Consistent mat_monitorgamma convar flags Adjust formatting of VRAD usage info * Give more context to -SunSamplesAreaLight Fixed Menu Lua errors when creating presets * Due to recent changes to main menu internals Fixed crashes to do with a certain broken demo file Improve invalid model detection Make `gm_spawn` only work for .mdl files util.IsValidModel returns false if extension is not .mdl Better warning for "Unknown read error 38"
2 Months Ago
Anchor, plank, sail, steering wheel and small engine forward damage to their parent PlayerBoat
2 Months Ago
Swap all of the raycasting to run on jobs via RaycastCommands
2 Months Ago
Implement boat sinking for destroyed player boats
2 Months Ago
Enabled r/w on renderer batch of floating walkways
2 Months Ago
renderer batch enabled on zipline props set (small planks, etc) reduced culling distance
2 Months Ago
Include world layer in groundwatch
2 Months Ago
Update: add per-AnalyticsTable telemetry - using this telemetry to improve unit tests Next up need to add support for flush-on-shutdown Tests: ran unit tests
2 Months Ago
Portal marker works with any direction Higher res deep sea icon
2 Months Ago
merge from main
2 Months Ago
Fix potential issue where request to rebuild tiles are ignored if the tile is currently being rebuilt, as it'll then be desynced with the geometry, add more profile markers
2 Months Ago
Bone knife and variation updated
2 Months Ago
Updated 50 Cal Models and Prefabs to include the ammo box Created 50 Cal Ammo Box Material Removed Dual 50 Cal Model and added Right Side 50 Cal Model as a replacement
2 Months Ago
merge from volcano_stuff - was merged to release but not main
2 Months Ago
Club animation updates
2 Months Ago
BBS prevent building tweaks. Setup prevent building for sails, stop them being spammed together.
2 Months Ago
First pass floating city variant 3 (walkways and flow still WIP)
2 Months Ago
Map markers spawning in the deep sea get their global network behaviour assigned to deep sea MapView minor cleanup
2 Months Ago
remove red keycard from silo monument s2p
2 Months Ago
Hatchet variations set up
2 Months Ago
player update 3p mingun anims exported
2 Months Ago
First pass of map marker for the entrance portal
2 Months Ago
Prevent boat building stations from being placed overlapping.
2 Months Ago
Mannequin parts
2 Months Ago
added ziplines and rope ladder to floating city 4 layout to provide easy and quick way down the casino reduced ziplines slack value, 4 was too high for most conditions
2 Months Ago
Add component to floating city prefab and deep sea island prefab
2 Months Ago
Switch from unparenting every entity spawned in the deep sea to using a EntityParentSettings component to ocnfigure detaching children after spawn & skipping running DisableInternalCollisions() - using separate component so we avoid reserializing every entity prefab for now
2 Months Ago
Drop context resolution 12 -> 8 Still gives us plenty of data but saves 4 rays
2 Months Ago
Swap AIDriverUpdateAction InvokeRepeating to InvokeRandomized so we dont flood the thread Run every 100ms rather than every frame